Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - geoo

Pages: [1] 2 3 ... 97
1
General Discussion / Re: kaywhyn's Blog
« on: January 24, 2021, 05:11:53 AM »
Is your main issue trouble falling asleep, or waking up after a few hours? I mostly have experience with the former (though this night -- right now in fact as I'm writing this post -- I woke up randomly in the middle of the night, so maybe that's an indication what I'm writing might hold more generally considering I was working on something exciting the previous evening that kept occupying my mind).

I think the most important thing is having a somewhat consistent schedule and a wind down routine. I do take a 25 minute nap every day after lunch and often I manage to fall asleep within 2 minutes as its so consistent every day. Still I can sleep for a 9 hours per night if I want to. (So I don't think napping per se is an issue, but if you feel the need to nap, maybe fix a time and duration every day rather than doing it ad hoc when you're feeling tired/bored.) Now, falling asleep at night in the first place is trickier for me than after lunch as I'm less consistent in what I do before going to bed. If I can't fall asleep it's mostly because I'm excited about something and I can't get my mind off it. That's where a wind down routine should be helpful, as once you do it regularly you can just follow it without having to make a conscious decision to do it, and (if it's long enough) take your mind off whatever you were thinking about. That could e.g. be taking a shower, brushing your teeth, then reading a few pages of a book while in bed. Or maybe even watching an episode of some series (though some might advise against that).

I once took this self-guided course (https://www.sleepio.com/) when I had free access to it; while I don't want to unequivocally promote it, it seemed very sensible to me (and a good portion of what I'm writing is also suggested there).
Generally, it is advised to avoid screen time before going to bed. It doesn't seem strictly necessary to me (because I'm bad at it and often I still manage to fall asleep), but if you're having severe troubles it might be. A low effort variant (though the effectiveness is disputed) is to use some software (e.g. https://justgetflux.com/) to shift your screen to a more red tone in the evening, based on the claim that it's mostly the blue wavelengths that prevent you from sleeping.

Another thing suggested in the course was that you should unconsciously associate your bed with sleep, so don't use it for anything else (which might dispute my earlier suggestion of reading a book in bed, so you could do that in a comfy chair instead). But more importantly that also means if you don't manage to fall asleep, you should give up after a little while (say 15 minutes), do something else and then try again, lest you unconsciously start associating your bed with the struggle to fall asleep and all the bad thoughts that accompany that. (That's why I got up to write this post rather than stay in bed.)

Then of course there's going outside and/or having some physical exercise (remark: the course advises not to work out close before bed time), which quite obviously helps too. I remember when travelling and being out all day I could fall asleep at 9 pm no problem, and you've probably had a similar experience, reading your first post. :)

A colleague of mine has had sleeping issues of a similar severity as you describe (can't sleep more than 2 hrs a night). She improved on it by being very strict about cutting screen time after (I think) 7:30 pm or so, and as far as I understand having a very clear evening routine from then until bed time. It's tough and takes a lot of discipline (and I'm not nearly there myself, but then I have less incentive as my troubles aren't as severe), but in severe cases it might be what is needed?


Talking about drugs, as far as I'm aware the legal classification (and social perception) of drugs is mostly unscientific bogus that doesn't follow any clear criteria. So if you're fine with alcohol, you're already taking one of the more serious drugs with respect to e.g. associated health risks, and the line you draw isn't really much of a line along some spectrum. (That said, I've never taken any to help me with sleep, so I can't advise on that.)

2
Lix Main / Re: multiplayer feature requests
« on: January 19, 2021, 09:56:31 AM »
I think we've never had such a large number of people in a room (we were 11 at some point).
The list of players only displays 8 at a time, so one challenge with more than that is that you don't really see what's going on. Icho's suggestion of indicating, for each color, if it's already taken (or how many players have already picked it) probably alleviates that to some extent (still helpful even if there are <= 8 players).
In general, a clear indication of how many players the map requires, and whether the number of colors matches that, might be helpful.

Quote
--time outs; This is a major features I've noticed almost all multiplayer games of any kind have. Someone (usually the host, not sure if that's applicable here) "starts" the game and then the game will begin as decided in 10 seconds or something.
One way of dealing with this issue, I think I've proposed before;

Once someone presses "ready to play" a countdown starts. Then, whoever has not pressed ready to play by the time the countdown begins is either entered or ejected or made spectator. I don't know which I'd prefer but I'd lean toward enter.
One issue I see with that is that most of the time you don't want to start a level with the wrong amount of players, which would happen in that case. Many maps have versions for different amounts of players. If the game was aware of that it could pick the correct one maybe, but it won't work all the time.

Another idea that has been floating around is that someone in the room (e.g. first one to join) is the boss, and they could, say, disallow changing of colors and maps, and manually assign players to colors or spectator. Most of the time it's probably not necessary, but if you have someone afk or some rogue player who's doing random stuff it could be useful.


(If we're talking about multiplayer features already, one thing I've really felt I wanted in the most recent maps I made is individual pre-placed lix. And of course neutral lixes also have huge gameplay potential, both in single and multiplayer. I think in MP by default only neutrals should count towards your score.)

3
Levels for other engines / Re: [Lemmings 2] Holiday Tribe 2020
« on: January 11, 2021, 10:05:24 PM »
I feel like I'm getting closer...2 and 9 look like they might be intended, while 10 looks like a hack.

4
General Discussion / Re: Puzzle Hunt topic
« on: January 11, 2021, 07:27:54 PM »
If you want to join in, even if you don't think you can commit much time or might not be of much help, create an account in our old puzzling forum and I'll give you access (PM me if your username is non-obvious): https://thesuicidalrodents.proboards.com/
Thanks Steve for giving me admin privileges!
I signed up a team and you can find the login credentials in the forum.

Intro (how to hunt): http://yewlabs.mit.edu/updates.html (scroll down a bit to see)
Summary of example puzzle and techniques: http://tinyurl.com/ExPuzNotes
Archive: www.mit.edu/~puzzle/

We can also hop onto mumble or similar for discussions on short notice.

The whole thing starts on Friday noon EST, though I'll probably only be free a few hours later.

5
Lix Multiplayer Dates / Re: Lix Multiplayer, Sunday, Jan 3, 2021
« on: January 03, 2021, 03:28:05 PM »
Reminder about the session starting in ~2.5 hours, 13:00 EST / 18:00 UTC.
I might try to make it a few minutes earlier for some 1v1.

Yesterday I also made a few new maps we can try out.

6
General Discussion / Re: Puzzle Hunt topic
« on: January 02, 2021, 06:17:54 PM »
I'd propose to use the Suicidal Rodents forum to keep things organized and allow collaboration across timezones, with IRC for quick pings and mumble for discussions whenever they come up.

I agree about not receiving unattached hunters.

7
Non-Lemmings Gaming / Re: Baba is You (puzzle game)
« on: January 02, 2021, 06:13:54 PM »
A friend of mine recently recommended me a game called "Recursed". I'm in the middle of it (similar to my progress in Baba, I have to get back to that at some point), and it feels quite similar to Baba in spirit in that there are a few simple mechanics (even fewer than in Baba I'd argue) which are simple to grasp on their own, but combine in complex ways that are often hard to wrap your head around.
The premise is that each level consists of a few rooms. Entering rooms works via entering chests that are located in some other rooms (or the same room), and you can exit these rooms again to pop back out from the chest via which you entered the room. When you exit a room like that, the state you left it in is forgotten and when you enter it again, it will be back in its initial state. It's basically like a recursive function call, with the chests you entered being the stack. The twist is that you can carry one object and bring it with you when entering or exiting a chest, and this object can be a chest itself.
Like in Baba the difficulty ramps up quite quickly, and you have many simple looking puzzles that are quite complex.
I found the levels design and the progression quite well done though, and I'd argue slightly cleaner than in Baba even.

I believe it is unfortunately only available on Steam (75% off right now there), but at least it runs on Linux.
Reddit thread with some philosophy by the author and a Steam link: https://www.reddit.com/r/linux_gaming/comments/5c21fq/recursed_a_logic_platform_game_developed_on_linux/

8
General Discussion / Re: Puzzle Hunt topic
« on: January 02, 2021, 12:08:13 PM »
The MIT puzzle hunt is remote this year for obvious reasons, happening Jan 15-18: https://www.mit.edu/~puzzle/nexthunt.html
It's quite large scale (wrt the amount of puzzles), see the quote from the FAQ:
Quote
You may register teams of any size. Similar to recent Hunts, we believe teams with many more than 75 people may have less fun. Mystery Hunt has a very large scope, but we're working to make it an amazing experience for both small and large teams.
Anyone interested regardless?

9
Levels for other engines / Re: [Lemmings 2] Holiday Tribe 2020
« on: December 20, 2020, 03:21:16 PM »
I think we got a bunch of backroutes and a few intended solutions again.

Spoiler (click to show/hide)

10
Levels for other engines / Re: [Lemmings 2] Holiday Tribe 2020
« on: December 12, 2020, 02:50:52 PM »
Went through the revised levels, I guess I found a couple of backroutes and a couple of intended solutions.

Spoiler (click to show/hide)

11
Levels for other engines / Re: [Lemmings 2] Holiday Tribe 2020
« on: November 29, 2020, 06:39:22 PM »
Haven't played any Lemmings levels in a while, but this is always a treat.

I'd be down for some speed-solving on stream, especially if the levels are not super tough. Some evening next weekend maybe?

12
I'm not sure which part you're referring to that's supposedly precise, my best guess is
Spoiler (click to show/hide)

If that's what you're thinking of, then it's both not necessary (there's a variety of other solutions), and also required in the sequel (which in addition introduces another trick).

With that in mind, the only reason I could imagine someone finding the second part easier is that there are fewer options of what you can try, but then again multiple different options end up working in the first part, so it shouldn't take too long to find one.

13
Lemmings Main / Re: Menu backgrounds for Lemmings 2 and Lemmings 3D?
« on: September 21, 2020, 04:07:54 PM »
I wrote some tools to rip the graphics for L2 long time ago; all the menu/intro graphics are attached.
The level preview background is l2bitmap.zip/frontend/rockwall.png. Hope that serves your purpose (it's only 320x200 and doesn't tile, so larger sizes will be tricky).

EDIT: Some more menu graphics with smaller snippets of the background, in case it's useful. See l2ss_menu.zip

14
Lix Levels / Re: Wibble's thoughts on Lix Lemforum levels
« on: September 18, 2020, 09:06:29 PM »
So, no further on Gr8 Escape or 100% built. For Chasm, this is now where I am at,
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Gr8 Escape and 100% built:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

15
Lix Levels / Re: Wibble's thoughts on Lix Lemforum levels
« on: September 16, 2020, 09:04:35 PM »
Chasm (click to show/hide)

The Gr8 Escape (click to show/hide)
Spoiler (click to show/hide)

Pages: [1] 2 3 ... 97